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=== Armour Saves === Warhammer 40,000's current armour system seperates armour into 6 levels that are extremely broad, which can cause silliness like power swords doing as much damage to power armour as they do to mighty crisis suits, or riptides and Artificer Armour providing the same level of protection. The proposed changes (see below) are better suited to representing elite armour (such as space marines, grey knights, battlesuit-heavy tau etc.) and avoids silliness such as terminator armour having an invulnerable save without having any kind of forcefield. *Armour will have a rating 0-10, with the number for the save functioning the same as ballistic skill (i.e. 4=3+, 6=2+/6+) *Armour Pen will have a rating 0-10, with each point of Pen ignoring one point of armour *Most 40k weapons can calculate their Pen rating in the new version by flipping their AP (i.e. AP6 becomes Pen 1, AP2 becomes Pen 5) Most armour would need some changing of its value, because the point is to better represent the fluff! Terminator armour would make sense at Armour 8 (meaning if they got hit by a melta gun (Pen 6), they would have a 5+ [almost like it makes sense!], whereas weaker weapons would grant them better saves (such as plasma granting a 5+, or a lasgun granting 2+/4+). Power armour at AV5 would allow for marines much closer to their fluff depiction, shrugging off lasguns but still not immune to them, while being inferior to terminator armour in a significant way. Most current 2+ saves would end up at around 6-7, with especially heavy suits (Calgar's named armour, Cataphractii Armour, Dreadknights/riptides etc.) could reach the upper limits, getting a 9 or a 10.
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